Okay, but those are both particular, fairly arbitrary, and likely overly narrow, iterations on a theme; they are not nearly the limits of what can be placed, or would be fitting, within those broader themes.
Is all of Marksmanship… sniping? Is everything to do with a Master Archer / Crossbowmen / Blunderbusser / Carbiner, etc., dependent on standing still for 2.5s at a time? (Though that’s still only around a fifth to sixth of uptime spent immobile, and with considerable bankability most of the time…) Else, the sniping need only be complimentary/synergetic/fitting with whatever else makes a master of ranged weapon technique.
Is all of Munition usage… run-and-gun? Must any and all use of Munitions have simultaneously both limitless range and limitless ability to attack while moving? Should someone able to handle cast times be permitted zero advantage by a Munitions/Survival spec from that skill (be allowed no such skill expression)? Should someone able to know when it’s safe to go in, how to manage personal burst vs. mechanical involvement be permitted zero advantage from the spec for that skill (be allowed no such skill expression)?
Similarly, does Munitions/Survival need to only ever be about hitting your flashing buttons when they flash / hitting your CDs when they refresh, in what would make modern BM look gigabrain by comparison, as per WoD RSV? Should it similarly preclude well-timed use of bankables (things that can be delayed for an additional time with little to no loss, such as multi-charge skills), just because “That’s for MM/BM”? Should it have no significant gameplay-affecting CDs (wherein a special munition shot unlocks follow up actions or special effects, etc.) just because RSV was previously supposed to be as simple as possible?
If those constraints are due only to previous implementations, rather than a need inherent to the spec that may hold those the builds holding those particular resultant slices of gameplay… then there is no need to purposely preclude that room otherwise available for such skill expression.
As such, it’d just come down to what extent those threads/gameplay slices should be allowed to mingle. Would just a few cross-spec references be sufficient —as per MM’s Chimaera Shot, Withering, and Salvo now— or should the spec be allowed a more deliberate and choiceful pursuit of those thematic threads as would more fitting? Should Munitions have zero use for the likes of Deadeye or Deathblow or Rapid Fire (perhaps augmentable to Tracer Fire or Thermite Flurry), beyond just a few random pieces taken only if one happened to be building near enough that area anyways?
To me, the chances of Special Weaponry and (Ranged) Special Technique belonging together seems higher than the chances of them best served by being split apart, but it’s far from certain, and I can certainly imagine other potential triads.
Again for illustrative context, though, here’s how I’d break them up, personally, if I more or less had to follow the existing triad:
- BM (Beastiness [bleeds to SV], Beast summoning [unique], empowered Beasts [unique], and beast coordination [small bleed to MM, mostly class tree]),
- MM (sniping [bleeds slightly to SV, but only from stealth], insight/procs/chains [mostly unique], guerrilla [bled from SV], special weaponry [partly via class tree, partially bled from SV]), and
- SV (improved trap tactics, guerrilla warfare [uniquely allowing for conditional combat restealth, but bleeds to MM slightly], other hand-thrown devices creating synergies and unique opportunities among each other and in regular rotation [unique], and maybe some further utility opportunities based around pre-positioning and moving in and out of melee range [bleed or unique, depending on how you define it; BM mirrors this somewhat, but differently].
…I’m just not certain the existing triad (even without any spec being needlessly forced towards melee, since melee is not a theme, only something to intensify a theme that’d have to still stand on its own without that being forced towards melee) is the best.
*Of those, BM and SV would see some situational advantages from temporarily going melee (whipping out a dummy hatchets or long-knives, a la the handcrossbow on SV), but not usually quite enough to swap outright to melee weapons as their primary (automatically using handcrossbows or throwing axes for ranged attacks).